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Your army has encountered an old foe, and its time to take vengeance for your fallen brothers. This time,
there can be no mercy; youre not just going to kill them, youre going to skin em, and teach them never to
mess with you again! (Just be sure to use your inside voice...)
Deployment: Spearhead, as per the Warhammer 40,000 Rulebook
Special Rule Scalps
Scalps is a modified Kill Point condition. Scalps are gained as per Kill Points in the Annihilation mission in
the main rule book (p.92); however, they are assigned to individual units rather than the army as a whole.
When a unit is destroyed, the enemy unit that wipes out the last model from that unit gains its Scalp. In
cases where it is unclear which enemy unit wiped out the last model (e.g. multiple combats at the same
initiative level) then randomize which of these units receives the scalp.
Where units are destroyed but not by enemy units (deep strike mishaps etc) the scalp is assigned to the
enemy unit closest to the point where the unit was destroyed. The same rule applies if a unit flees off the
board (use the point on the edge of the board where the unit left the board to determine which unit was
closest).
Scalps are pooled if an Independent Character with Scalps joins another unit with Scalps. In this case, if the
Independent Character is killed and the unit remains (or vice versa), the pooled Scalps are allocated to the
remaining unit. If the IC and unit split before either are killed, the Scalps must be split as evenly as possible
between the units.
Valkyrie Down
Your army has been posted to this hellhole for months, and supplies are running thin. If something doesnt
change, soldiers will start to starve, vehicles will run out of fuel, and ammo stockpiles will be empty.
Suddenly, something appears on the horizon: a Valkyrie Sky Talon, used by the Imperium for airlifting
equipment. AA fire streaks the skies, and smoke billows from the stricken craft. Its coming down right on
top of you!
Deployment: Pitched Battle in the Warhammer 40,000 Rulebook
Special rule Valkyrie
A Valkyrie has taken serious fire, and is in trouble. Roll at the start of each game turn to see if the Valkyrie
crash lands, starting on Turn 2. The odds are exactly as per a reserve roll. On Turn 2, it crash lands on a
roll of 4+. It crash lands on Turn 3 on a roll of 3+, or on Turn 4 on a roll of 2+. It crash lands automatically
on Turn 5 if it has not done so already.
When the Valkyrie crashes, roll to see from which short table edge the Valkyrie will arrive (1-3 player going
firsts left, 4-6 their right). Roll 12D6 to determine the number of inches where, along the centre of the
table, the Valkyrie will crash. Place an Objective at the point where the Valkyrie crashes.
Now place a large blast marker with the centre hole over the objective. Anything under the marker must
take a S8 AP3 hit (vehicles hit on side armour).
Victory: At the end of the game, the player with the highest number of scoring units within 3 of the
objective is the winner. If both players have an equal number of scoring units within 3 of the objective, then
the game is a draw.
Game Length: As per Ending the Game in the Warhammer 40,000 Rulebook
You have your orders: take the critical locations in No Mans Land, and quickly. But the enemy have the
same idea, and its a race to claim this vital territory. As the sun rises, whoever controls No Mans Land will
have a critical advantage in the war.
Deployment: Dawn of War, as per the Warhammer 40,000 Rulebook
Special Rules Oscar Mike
Before deciding deployment zones, place 5 objectives on the table as per Seize Ground in the Warhammer
40,000 rulebook.
At the end of each player turn, assess whether each objective is controlled or contested, as per the normal
rules for objectives in the Warhammer 40,000 Rulebook.
If a player controls an objective, he removes all counters from it and places one of his counters next to it. If
an objective is contested, then remove all counters from it.
Note that if a scoring unit that controls an objective, moves away from that objective in subsequent turns,
the counter placed on it remains there until it is either contested or controlled by the enemy.
So long as an objective has a players counter next to it, that objective is considered to be CAPTURED by
that player.
Victory: At the end of the game, add up how many objectives are CAPTURED by each player. The player
who has CAPTURED the most objectives wins the game. If both players have CAPTURED the same
number of objectives then the game is a draw.
Game Length: As per Ending the Game in the Warhammer 40,000 Rulebook.
objective. If both players control one objective, the player who also controls the counter at the centre of the
table is the winner.
In any other circumstances, the game is a draw.
Game Length: As per Ending the Game in the Warhammer 40,000 Rulebook
The Warhamsters
Due
This is it. Your forces are battered and bruised from near constant warfare, but this could be your finest
hour. The order has come from the highest source, and it must be obeyed. Try to catch your opponent off
guard; after all, you may never get another chance...
Finally, after deployment, but before the first turn, each player must point out to their opponent which unit is
their most expensive, as per the Headhunter objective.
Victory: At the end of the game, reveal your primary and secondary objectives, and determine which you
have achieved. Achieving your primary objective earns you 2 Tactical Points, whilst achieving your
secondary objective earns you 1 Tactical Point. The player with the highest total Tactical Points wins the
game. If both players have earned an equal number of Tactical Points then the game is a draw.
Game Length: As per Ending the Game in the Warhammer 40,000 Rulebook